Sequence memory games

ABSTRACT

An electronic memory game system including a base unit, a plurality of triggers disposed on the base unit, a housing mounted to the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence, and/or a wireless communication device configured to communicate with a remote wireless communication device.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of the priority under 35 U.S.C. §119of prior Provisional Patent Application Ser. No. 61/400,357, filed Jul.26, 2010 and entitled HAND-MOUNTED ELECTRONIC MUSIC AND PATTERN GAME,the disclosure of which is being incorporated herein by reference intheir entirety for all purposes.

BACKGROUND OF THE DISCLOSURE

The present disclosure is directed toward electronic memory gamesystems, and more particularly to electronic memory game systemsincluding a base unit having a plurality of triggers, a housing having aplurality of illumination devices extending over the base unit and/or awireless communication device.

Examples of handheld sequence matching games can be found in thedisclosures of U.S. Pat. No. 5,672,131, U.S. Pat. No. 6,086,478, U.S.Pat. No. 6,210,278, and U.S. Pat. No. 7,351,148. Examples of electronicsequence matching games can be found in the disclosures of U.S. Pat. No.4,359,220, U.S. Pat. No. 4,207,087, U.S. Pat. No. 5,855,513 and theMilton Bradley game “Simon.” Electronic games including competitionmediated in part by wireless communications can be found in thedisclosures of U.S. Pat. No. 5,618,045 and U.S. Pat. No. 6,540,606. Thedisclosures of all of the aforementioned references are incorporatedherein by reference in their entirety for all purposes.

SUMMARY OF THE DISCLOSURE

In one example, an electronic memory game system is provided. The gamesystem may include a base unit, a plurality of triggers disposed on thebase unit, a housing mounted to the base unit and extending over aportion of the base unit, a plurality of illumination devices disposedon the housing for displaying a memory challenge sequence, wherein theplurality of triggers are actuated to generate a memory responsesequence to the memory challenge sequence, and a wireless communicationdevice configured to communicate with a remote wireless communicationdevice.

Some embodiments of the game system may further include an electronicprocessor configured to generate the memory challenge sequence displayedby the plurality of illumination devices, to record the memory responsesequence generated by activation of the plurality of triggers, and/or togenerate a score based on a comparison of the memory response sequenceto the memory challenge sequence. In some embodiments of the gamesystem, the plurality of illumination devices may be disposed as agenerally linear array on the housing and the plurality of triggers maybe disposed on the base as a generally linear array aligned with theillumination devices on the arcuate housing.

Some embodiments of the game system may further include a motion sensor.The motion sensor may be disposed on a surface of the housing distal thebase unit. Activation of the motion sensor may initiate the memorychallenge sequence. Additionally and/or alternatively, some embodimentsof the game system may further include a first game apparatus includingthe base unit, the plurality of triggers, the housing, the plurality ofillumination devices, and the wireless communication device and a secondgame apparatus containing a remote wireless communication deviceconfigured to communicate with the wireless communication device of thefirst game apparatus.

Additionally and/or alternatively, a further example of an electronicmemory game system is provided. The game system may include acylindrical base unit including a top cylindrical half and a bottomcylindrical half, a plurality of triggers disposed on the bottomcylindrical half, an arcuate housing mounted to a first end of the baseunit, the housing extending over the top cylindrical half and aplurality of illumination devices on the housing for displaying a memorychallenge sequence, wherein the plurality of illumination devices arealigned with the plurality of triggers.

Additionally and/or alternatively, a further example of an electronicmemory game system is provided. The electronic memory game system mayinclude a base unit, a plurality of triggers disposed on the base unit,an arcuate housing mounted to a first end of the base unit and extendingover a portion of the base unit, a plurality of illumination devicesdisposed on the housing for displaying a memory challenge sequence,wherein the distribution of the plurality of illumination devicesspatially correlates to the distribution of the plurality of triggers,an electronic processor configured to generate a memory challengesequence displayed by the plurality of illumination devices, to record amemory response sequence generated by activation of the plurality oftriggers, and to generate a score based on a comparison of the memoryresponse sequence to the memory challenge sequence, a motion sensordisposed on an outside surface of the housing and a wirelesscommunication device including an infrared radiation emitter and aninfrared radiation detector, the wireless communication deviceconfigured to communicate game information with a remote game apparatus.

The games of the present disclosure may be understood more readily aftera consideration of the drawings and the Detailed Description.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a perspective view of a nonexclusive illustrative example ofan electronic memory game system including a base unit, a plurality oftriggers, a housing and a plurality of illumination devices, accordingto the present disclosure.

FIG. 2 is a side view of the game system of FIG. 1, showing a speakerdisposed in an end of the base unit.

FIG. 3 shows a front view of the game system of FIG. 1, showing theillumination devices disposed on the arcuate housing generally alignedwith the triggers disposed on the base unit.

FIG. 4 shows a top view of the game system of FIG. 1, showing aplurality of illumination devices and a motion sensor.

FIG. 5 depicts a back view of the game system of FIG. 1, with a backportion of a housing removed to show inner components of the base unitand the housing according to the present disclosure.

FIGS. 6-9 show circuit diagrams of a game system including variouselectronic components according to the present disclosure.

FIG. 10 is a nonexclusive illustrative example of an electronic memorygame system including a first game apparatus and a second gameapparatus, both shown in a front view, according to the presentdisclosure.

FIG. 11 is a block diagram showing control sequences for activating andselecting alternative game modes for a memory game system according tothe present disclosure.

FIGS. 12-15 are block diagrams showing nonexclusive examples of eventprogression for various exemplary modes of game play with a memory gamesystem according to the present disclosure.

DETAILED DESCRIPTION OF THE DISCLOSURE

An electronic memory game system in accordance with the presentdisclosure may be configured to provide a memory game for a player andmay be further configured to be grasped by the player's hand. The gamesystem may further include means for wireless communication, for examplewith a remote game apparatus and/or remote wireless communicationdevice.

FIGS. 1-5 depict a nonexclusive illustrative example of a game system,shown generally at 10. Game system 10 may include a base unit 20, ahousing 30, a plurality of manual input devices or triggers 40 disposedon base unit 20, and a plurality of illumination devices 50 disposed onhousing 30. A visual memory challenge sequence may be produced byillumination devices 50 and a player may respond by actuating triggers40 in a corresponding memory response sequence. Unless otherwisespecified, game system 10 may but is not required to contain at leastone of the structures, components, functionalities, concepts, and/orvariations described, illustrated, and/or incorporated herein.

As shown in FIG. 1, base unit 20 may include a cylindrical base unit 21and/or a portion configured as a grip 22 to be grasped by either of aplayer's hands, either a left hand or a right hand. One or both ends ofgrip 22 may include a flange 24, which may form a further portion ofbase unit 20 and which may guide a player's hand grasping grip 22.

Housing 30 may be mounted to a first end 25 of base unit 20 and mayextend over a portion of base unit 20. FIG. 1 shows an arcuate housing31 extending over a portion of base unit 20. For example, housing 30 mayinclude at least one arm 38 mountable to flange 24 of base unit 20. Moreparticularly, housing 30 may be mounted with a generally parallelalignment to base unit 20, such that housing 30 may arch over a portionof base unit 20, such as a portion of an upper surface 26, or a dorsalsurface of a player's grasping hand when base unit 20 is grasped alonggrip 22.

As further shown in FIGS. 1-5, game system 10 may be asymmetricallyconfigured to include a front and a back, and various upward-orientedand downward oriented play surfaces. Grip 22 may include upper surface26, also referred to as a top cylindrical half, oriented toward housing30, and a bottom surface 28, also referred to as a bottom cylindricalhalf, oriented away from housing 30. Housing 30 may include a frontsurface 32, a back surface 34, and an upper surface 36.

In some embodiments, plurality of triggers 40 may be actuated togenerate a memory response sequence to a memory challenge sequence.Plurality of triggers 40 may be disposed on a bottom surface 28 of grip22, as shown in FIGS. 1, 2 and 5. More particularly, triggers 40 may bedisposed on bottom surface 28 such that as a player grasps grip 22,fingers of the grasping hand engage each of the four triggers 40.Triggers 40 may be disposed on a bottom surface 28 of grip 22 in agenerally linear array. Additionally and/or alternatively, triggers 40may be disposed on a bottom surface or half 28 of grip 22 with arotational offset, such that triggers 40 are rotationally orientedtoward front surface 32 of housing 30. In this example, a player'sgrasping hand may preferentially engage grip 22 with a wrist directedunder back surface 34 and with the first phalanges of the grasping handdirected below front surface 32, such that distal phalanges of thegrasping hand engage triggers 40.

In addition, triggers 40 may be more particularly disposed on grip 22 tofacilitate engagement by each of the fingers of a player's graspinghand. As shown in FIG. 2, triggers 40 may include a first outer trigger42, second inner trigger 44, third inner trigger 46, and fourth outertrigger 48, wherein outer triggers 42, 48 may be rotated about grip 22toward front surface 32 of housing and relative to inner triggers 44,46, such that outer triggers 42, 48 may engage the shorter first andlast fingers of a player's hand while inner triggers 44, 46 may bestengage the longer second and third digits of a player's hand. It will beappreciated that the advantages of this relative trigger rotationextends in similar fashion to either a grasping left-hand or a graspingright-hand of a player.

Housing 30 may include a plurality of illuminated surfaces 50, such asLED lights, disposed on upper surface 36, for example as a generallylinear array. As shown in FIGS. 1-5, illuminated surfaces 50 may bedisposed on upper surface 36 and along a corner with front surface 32.For example, illuminated surfaces 50 may cover portions of both uppersurface 36 and front surface 32, such that illuminated surfaces 50 maybe visible when game device is viewed substantially from either aspect.

In some embodiments, the distribution of the plurality of illuminatedsurfaces 50 on housing 30 may spatially correlate with the distributionof the plurality of triggers 40 on base unit 20. As shown in FIGS. 1, 2and 5, plurality of illuminated surfaces 50 may be disposed on housing30 in general alignment with a plurality of triggers 40 disposed on baseunit 20. Spatial correspondence between illuminated surfaces 50 andtriggers 40 may correlate to a functional correspondence between thevisual elements in a memory challenge sequence and the manual triggeractuation elements in a memory response by a player.

For example, as shown in FIG. 2, game system 10 may include triggers 42,44, 46, and 48 aligned with illuminated surfaces 52, 54, 56, and 58,respectively, wherein actuation of triggers 42, 44, 46, and 48 in amemory response sequence may correspond to illumination by illuminatedsurfaces 52, 54, 56, and 58, respectively, in a memory challengesequence. In other words, plurality of illumination devices 50 may bealigned with plurality of triggers 40.

Some examples of electronic memory game system 10 may include an audiotransmitter, such as a speaker 80, shown in FIG. 4. Speaker 80 may bedisposed within base unit 20, such as adjacent an end of base unit 20,and may be covered by a speaker grill 82. Speaker 80 may be disposedwithin base unit 20 such that speaker 80 faces the body of a user duringgame play, for example speaker 80 may be disposed on a left side of abase unit when a game system is configured for use by a right handedplayer.

As shown in FIG. 4, electronic game system 10 may also include a generalelectronic power switch 90. Power switch 90 may be an On/Off switch ormore preferably a tri-prong On/Off/Try-Me power switch, and may bedisposed on back surface 34 of housing 30.

In some embodiments, game play may include a single player using asingle memory game system 10. Alternatively, game play may includehead-to-head memory games between two or more game devices, used by twoor more players, as explained in more detail with reference to FIGS. 10and 15. As shown in FIGS. 1, 2 and 5, game system 10 may includefeatures to permit wireless communication, such as IR communication,between two or more game devices 10 during game play or for competitivescoring purposes between players.

For example, game system 10 may include a wireless communication device60, preferably disposed on a front surface, such as surface 32 ofhousing 30. In some examples, game system 10 may include a communicationdevice 60 having a wireless transmitter, such as an infrared radiationemitter, also referred to as IR transmitter 62, for transmittinginformation to a remote wireless communication device, such as a remotewireless communication device included in a remote game apparatus (notshown). Wireless communication device 60 may also include a wirelessreceiver, such as an infrared radiation detector, also referred to as IRreceiver 64, for receiving information transmitted by the remotewireless communication device. In other words, wireless communicationdevice 60 may include infrared radiation emitter 62 and an infraredradiation detector 64, wireless communication device 60 configured tocommunicate game information with a remote game apparatus.

In some examples, game system 10 may include separate and/or additionalcommunication devices, such as communication port 70, as shown in FIGS.1, 2 and 5. In some embodiments, communication port 70 may include aproximity sensor, also referred to as a motion sensor. For example, insome embodiments, communication port 70 may include a wirelesstransmitter, such as an IR transmitter, and/or a sensor 72 fortransmitting information between game devices. Additionally and/oralternatively, communication port 70 may include a photosensor 74capable of detecting changes in the intensity of visible light or IRradiation, which may be used as a proximity sensor for activating orcontrolling various aspects of game play.

Communication port 70 may be disposed symmetrically and/or near a middleportion of upper surface 36, distal base unit 20. An IR transmitterand/or sensor 72 may be disposed on upper surface 36 proximatephotosensor 74 relative to orientation of front surface 32.Alternatively, a transmitter and/or sensor 72 may be disposed on uppersurface 36 distant from photosensor 74. Additionally and/oralternatively, communication port 70 may be disposed on an outsidesurface of housing 30.

Electronic memory game system 10 may also include batteries (not shown)as a supply of electricity. Base unit 20 may be configured to include abattery casement 88 (FIG. 5) for holding batteries as a supply ofelectricity. Base unit 20 may be further configured to permit asecurable replacement of batteries. For example, base unit 20 mayinclude a removable battery cover, which may be disposed at an end ofbase unit 20 opposite from a speaker grill 82.

Game system 10 may include a variety of surface treatments forattractive coloring, for visual indication of active play surfaces, suchas grip 22, finger triggers 40, and the like, and/or for permitting atransmission of visible and/or IR radiation, such as from illuminationdevices 50, and through wireless communication device 60, and throughsecond communication port 70.

FIG. 5 shows from a rear perspective view an electronic memory gamesystem 10 including base unit 20 having grip 22 and flanges 24, andhousing 30 mounted to flanges 24 of base unit 20 by arms 38, but lackinga back portion of both housing 30 and base unit 20. Base unit 20 may beconfigured to include speaker 80, battery casement 88, and an electroniccontrol unit 100, also referred to as an electronic processor, which maybe disposed partly or entirely within grip 22, as shown.

Control unit 100 may be disposed between speaker 80 and battery casement88. Control unit 100 may be configured to generate a memory challengesequence displayed by plurality of illumination devices 50, to record amemory response sequence generated by activation of plurality oftriggers 40, and/or to generate a score based on a comparison of thememory response sequence to the memory challenge sequence.

As shown in FIG. 5, second communication port 70, which may include anIR transmitter and/or sensor and a proximity photosensor, may be mountedto inside of upper surface 32 of housing 30. Base unit 20 and housing 30may be configured to include sufficient space for electronic wiring (notshown) between at least control unit 100, speaker 80, battery casement88, finger triggers 40, lights 52, 54,56, 58, and a power switch 90.Further, base unit 20 and housing 30 may include sufficient internalspace for light piping between illumination devices 50, such as lights52, 54, 56, 58, and upper surface 36.

Illumination devices 52, 54, 56, 58 may be mounted inside and adjacentupper surface 36. Communication port 70, which may include an IRtransmitter and/or sensor 72 and a proximity photosensor 74, may befurther mounted inside and adjacent upper surface 36 and generallybehind the illumination devices 50, such as adjacent a back edge ofupper surface 36. A plurality of electrical pin connectors 120 and oneor more of a wiring harness (not shown) may be provided to distributeelectrical activity to some components, such as illumination devices 50including LED lights 52, 54, 56, 68, first communication device 60 (notshown), and second communication port 70.

Electronic game system 10 may further include printed circuit boards(PCBs) and/or printed circuit board assemblies (PCBAs) to mechanicallysupport and electrically connect electronic components. For example,FIG. 6 schematically shows a photosensor PCB board controlling at leasta duty cycle including an “on time” of 12 ms and an “off time” of 4 ms(output pulse square), which may support an IR emitting diode. The IRemitting diode may include an IR transmitter capable of operation inambient light, for example ambient light having intensities of up to2500 Lux. In some embodiments, the photosensor may include a motiondetection range of about two inches.

As a further example, FIG. 7 schematically shows a circuit which maycontrol an audio output device, such as a speaker 80. As a furtherexample, FIG. 8 shows schematically a portion of an IR module, which mayinclude an IR receiver module. FIG. 9 shows schematically electroniccircuits for at least a tri-prong power switch (ON, OFF, Try-Me), aplurality of LED lights (e.g., red LED, blue LED), which may correspondto LED lights 52, 54, 56, 58 of game system 10, and a plurality offinger keys, which may correspond to finger triggers 42, 44, 46, 48 ofgame system 10.

Turning now to FIG. 10, some embodiments of a memory game system 200 mayinclude a first game apparatus 210 and a second game apparatus 280.First game apparatus 210 may include a base unit 220 and a housing 230.First game apparatus may further include a plurality of triggers 240,including triggers 242, 244, 246 and 248, a plurality of illuminationdevices 250, also referred to as lights and/or LED's, includingillumination devices 252, 254, 256, and 258, a proximity or motionsensor 270 and a wireless communication device 260 configured tocommunicate with a remote wireless communication device 290. Second gameapparatus 280 may include remote wireless communication device 290configured to communicate with wireless communication device 260 offirst game apparatus 210.

FIGS. 11-15 show non-exclusive examples of modes of game play for amemory game system in accordance with the present disclosure. Thenon-exclusive examples of modes of game play are described below withreference to the embodiment of a game system shown in FIG. 10, however,the modes of game play apply to all embodiments of game systemsdescribed herein.

FIG. 11 shows an example control sequence for activating memory gamesystem and selecting alternative game modes. For example, a power switchfor the game system may include a first “Try-Me” position, a second“power off” position and/or a third “unit on high volume” position. Afailure of the system to receive an input for a period of time, such asfor 30 seconds continuous time, may result in an automatic power off.

Turning the power switch for game system to a “unit on” position mayresult in sound effects and/or light effects, such as flashing all LEDsin sequence then all together in repeated fashion. A player may then beprompted to select a game mode in part through visual signals, such asthrough flashing a subset of the illumination devices, for exampleillumination devices 252 and 258. The player may then cycle through oneor more options from a menu of available game modes, for example byactuating (pressing) a trigger, such as trigger 242 to cycle backwardthrough available game modes or trigger 248 to cycle forward throughavailable game modes.

The game menu may include multiple game modes, such as Repeat the Beat,Rhythm Hero, Freestyle DJ, and Versus Challenge. Additionally and/oralternatively, game modes may include Reflex Master and/or Versus Mode.The player may select a particular game mode by activating proximitysensor 270, also referred to as a motion detector. In some embodiments,the proximity sensor may include a photosensor having a detection rangeand the particular game mode may be selected by moving the player's freehand (the hand not holding game system 100) adjacent the photosensorwithin the detection range.

To exit a game mode, the player may squeeze and hold all four triggers240 for three seconds. The game play may then be returned to the gamemenu. To exit Versus Mode, the player may turn the power switch off andthen on. After 2-3 minutes of inactivity, the game system may entersleep mode. Any button may be pressed to return to the game menu.

Additionally and/or alternatively, the player may be permitted to choosea difficulty level for game play, such as a Level 1, which may includean Easy Speed and have only one trigger prompts; a Level 2, which mayinclude a Medium Speed and have 20% double trigger prompts and 80%single trigger prompts; a Level 3, which may include a Max Speed andhave 40% double trigger prompts and 60% single trigger prompts.

Additionally and/or alternatively, the player may be permitted to choosea volume level. The game system may include five volume settings, “5”being the loudest. The player may change the volume by squeezing andholding all four triggers for three seconds, then using triggers 242,248 to cycle through the different volume settings. When a desiredvolume is reached, the desired volume may be selected by waving theplayer's hand over proximity sensor 270.

Game play performance may be scored by awarding “medals”, for examplesilver, gold and/or platinum, and scores in each medal category,silver-1 being the lowest medal score, platinum-5 being the highest.Additionally and/or alternatively, a player may hear an audioaffirmation, such as “Unbelievable! You rocked every level!,” if theplayer completes the entire game.

During game play, when a single light (illumination device) flashes, theplayer may respond by activating the corresponding trigger and/or thetrigger in substantial alignment with the illuminated light, for examplelight 252 and trigger 242. When either two or three lights flash, theplayer may respond by activating the corresponding two or threetriggers. When all of the lights flash, the player may respond by wavingthe opposing hand over the proximity sensor within the detection range.

FIG. 12 shows a nonexclusive example of event progression for the repeatthe beat memory mode of game play. After the repeat the beat game modeis selected, the game system may set an initial number, such as three,of permissible attempts or “Lives” for a player to match a memorychallenge sequence after it is initially presented. The game system maythen audibly prompt a player, for example an audible “ready, go”, andthen play a random-generated memory challenge sequence, such as asequence order of illumination devices turned on/off. The game systemmay then wait for player to actuate a corresponding sequence of manualinputs, such as corresponding finger triggers, as a memory responsesequence, and then compare the input memory response sequence to thepresented memory challenge sequence.

After an erroneous memory response sequence, a player's “Lives” levelmay be reduced by one, and the memory challenge sequence may bere-played from the beginning, unless and until a player's “Lives” aredepleted fully to zero. After a flawless memory response (e.g., nodiscrepancy between memory challenge sequence and memory responsesequence), the game system may present a player with an extended memorysequence by appending a further sequence onto the prior memory challengesequence to increase the difficulty. The memory challenge sequence maybe progressively extended after each error free memory responsesequence, unless or until a target memory challenge sequence length isachieved, such as for example a memory challenge sequence having tensequence elements.

For example, an initial memory challenge sequence may be presentedhaving less than 10 elements, which after a correct memory responsesequence may be increased by addition of further sequence elements up toa limited number of final elements, such as 10 sequence elements. Anerror free memory response sequence to a maximum length memory challengesequence may result in a new random memory challenge sequence.

A player achieving a memory challenge sequence length may be included ingame play as the awarding of a badge of achievement such as Silver 1-5,or Gold 1-5, or Platinum 1-5, an increase in a player's “Lives” and/or agraduation to a more difficult level of memory challenge sequence (e.g.Level 1, Level 2, Level 3). An object of the game may be to correctlymatch a maximum memory challenge sequence length on every difficultylevel. Each level may include the same memory challenge sequence length,however, the higher the level, the more complicated the pattern of thememory challenge sequence length.

Alternatively, a repeat the beat game play mode may be described asfollows: an LED will light up and a player must press the correspondingtrigger or button. If performed correctly, the beat game play mode maypresent the same light sequence, but add one more cue onto it. With eachcorrect sequence completed, it will add one additional cue, growing onthe existing sequence. Complete a long enough sequence to complete thelevel. If three mistakes (incorrect response sequences) are made on alevel, the game ends. Complete all three levels. No matter how far theplayer gets, a medal may be awarded based on performance.

FIG. 13 shows a flowchart for a nonexclusive example of eventprogression for a rhythm game mode, also referred to as “rhythm hero”and/or “reflex master”, of game play in accordance with the presentdisclosure. The game system may set an initial game difficulty level,visually and/or audibly prompt a player to get ready to play (forexample “Ready, Go”), start a game time period (for example 30 seconds)and turn on at least one random illumination device and/or LED light.

The rhythm game mode may require a player to respond by actuating atleast the finger triggers corresponding to the turned on LED light(s)within a pre-set response time. The pre-set response time may varydepending on the level of difficulty, such as 1 second for a Level 1, or750 milliseconds for a Level 2, or 500 milliseconds for a Level 3. Asuccessful actuation of a corresponding trigger may be logged as anincrease in a hit count, while a failure to actuate a correspondingtrigger before a pre-set time may result in an LED timeout, eachfollowed by repeated random illumination of one or more LED's until thegame time period is completed and a total hit count is recorded. Anincorrect trigger response may result in an audio buzzer sound. Musictrack may play twice as fast as a game time period approaches an end,such as after 10 seconds remaining in the game time period.

After the game time period ends, the game system may stop the musictrack and indicate a progression score. The progression score may bebased in part on the total correct hit count in the time period. Forexample, the progression score may be included in game play as a metrictoward an achievement level, such Silver, or Gold, or Platinum. Eachachievement level may be subdivided (e.g. Silver 1-5; Gold 1-5; Platinum1-5) based on the hit count achieved during a game period, such asSilver 1 (1-4), Silver 2 (5-8), Silver 3 (9-12), Silver 4 (13-15),Silver 5 (16+), wherein a player may be required to achieve a silver 5(i.e. 16+ correct hits) to progress to a next level, and a minimal hitcount may escalate for each advance in level (e.g. 13-15 for Silver 4and 22-28 for Platinum 4). An object of the game may be to achieve ahigh number of successful hits, for example 29 and above successfulhits.

Alternatively, a rhythm game mode may be described as a fast paced gamethat tests how quick are a player's reflexes. The rhythm game mode mayinclude levels 1-5 and an object may include to “tag” as may lights aspossible before time runs out. Each level may end after 30 seconds. Atthe start of the game, an LED will light up. Hold down the correspondingbutton (e.g., finger trigger) and/or wave a hand over the unit (toactivate photosensor) if all LED's are lit up. If performed correctly,i.e. a “hit”, the LED will turn off and another LED will light up. Ifyou hit an incorrect button, a negative sound will be given; a playermay keep trying to activate the correct correspond trigger(s). A playermay have 30 seconds to get as many correct hits as possible. The playermay be required to score 40 hits to advance to the next level. Themistakes or incorrect hits may not be recorded. The player may receive arank for comparison to with other players. Difficulty may increase forlevels of play.

FIG. 14 shows a flowchart of a nonexclusive example of event progressionfor a free play or freestyle disc jockey mode of game play in accordancewith the present disclosure. After selecting a disc jockey mode of game,a player may be prompted to select an audio track by a flashing of LEDlights, after which a player may cycle alternatively backwards orforwards through available audio tracks by actuating one or more fingertriggers. For example, actuating trigger 242 may cycle backwards throughaudio tracks and actuating trigger 248 may cycle forwards through audiotracks, and activating proximity photosensor 270, such as by passing aplayer's free hand (non-grasping hand) adjacent the proximity sensor,may select a particular audio track to start.

The game system may start the selected track accompanied by illuminationof one or more LEDs, and wait for a player's input by actuation of oneor more finger triggers. There may be no “incorrect” input in discjockey mode of game play. A player may toggle or “turn” selected audiofeatures of on and off, depending on which trigger or triggers areactivated. Audio features may include for example, a Drums feature of aselected track by actuating a first finger trigger, and/or a Bassfeature of a selected track by actuating a second finger trigger, and/ora Lead One feature of a selected track by actuating a third fingertrigger, and/or a Lead Two feature of a selected track by actuating afourth finger trigger. The LED corresponding the activated trigger maybe toggled on (lit) and off (un-lit) with actuation of the correspondingtrigger.

Alternatively, actuation of proximity sensor 270 may result in a randomdisc jockey effect. The random disc jockey effect may include randomlytoggling one or more audio features of a track on and off incorrespondence with illumination of one or more corresponding LEDs.Additionally and/or alternatively, the random disc jockey effect mayinclude “scratches” or “yeahs!”. The same effect may be repeated ormaintained by simultaneous and continuous activation of the selectedtrigger and the proximity sensor.

Alternatively, a free play disc jockey game mode may be described as amode that lets a player explore music in a creative, non-competitiveenvironment. A player may choose from 1 or 4 tracks and the game systemautomatically comes to life (activates) by turning on the lights to all(four) quadrants and blasting a layered (audio) track. Each quadrantrepresents a different musical element of the track that can be turnedon or off by the user, allowing them to “mix” the music. For example, aleft quadrant may be the drums; when the LED is lit up, the drum trackis being mixed into the track. By pressing the corresponding button(e.g., finger trigger), a player can turn it on or off, giving a visualand auditory indicator of how a player is manipulating the track.Activating a proximity sensor may add disc jockey “scratching” soundsand/or audio sampled sounds. A large number of combinations may be triedto show a player's “DJ” mixing skills.

FIG. 15 presents diagrammatically a nonexclusive example of eventprogression for a head-to-head mode of game play, also referred to as aversus challenge or versus mode, which may be played between first gameapparatus 210 and second game apparatus 280 in accordance with thepresent disclosure. First game apparatus 210, having the head-to-headmode of game play selected by a player, may first attempt tocommunicate, or link, with second game apparatus 280, by means of IRradiation transmitted through communication device 260. Failure by firstgame apparatus 210 to link with second game apparatus 280 in ahead-to-head mode of game play may result in an audio prompt by firstgame apparatus 210 to initiate a wireless link, such as “connect to yourfriend to play verses mode”, followed by an event timer, such as 4seconds, before first game apparatus 210 again prompts the player toinitiate a wireless link.

After a head-to-head game play link is established, first game apparatus210 may identify a first player status, by audio announcement, such as“player one”, and by visual signs, such as flashing one or more LEDs onfirst game apparatus 210. In addition, second game apparatus 280 mayidentify a second player status, by audio announcement, such as “playertwo”, and by visual signs, such as flashing one or more LEDs on secondgame apparatus 280.

In head-to-head game play, two or more players may take turns inattempting to accurately respond to a memory challenge sequence. In someembodiments, a head-to-head or versus challenge mode of game play mayfollow an event flow of a repeat the beat mode of game play, asgenerally described above. First game apparatus 210 may present a firstmemory challenge having a sequence of illuminated LEDs to the firstplayer, and may prompt the first player to get ready to generate amemory response sequence, such as by an audio signal of “Player one,Ready, Go”. The first player grasping first game apparatus 210 maygenerate a memory response sequence by actuating a correspondingsequence of finger triggers, followed by entering a prompt, such asactivation of a proximity photosensor.

After first game apparatus 210 determines that the memory responsesequence correctly corresponds to the memory challenge sequence, IRcommunication initiates second game apparatus 280 to prompt the secondplayer, such as by an audio signal of “Player two, Ready, Go”, afterwhich the second player grasping the second apparatus may generate amemory response sequence to a memory challenge sequence by actuating acorresponding sequence of finger triggers of second game apparatus 280.

The first and second game apparatuses may record an initial number ofpermissible attempts or “Lives” for the first and second players tomatch a memory challenge sequence, such as three “Lives”, and maycommunicate by wireless link a status of “Lives” for each player duringa head-to-head mode of game play. The first and second game apparatusesmay decrease a life count or “Lives” for the first and second gameapparatuses after an incorrect memory response sequence is generated.

An object of the game in head-to-head or versus challenge mode of gameplay may include maintenance of a positive life count or “Lives” greaterthan zero. The head-to-head or versus challenge game may be terminatedwhen a life count or “Lives” of either of first game apparatus 210 orsecond game apparatus 280 is decreased to zero. A terminated game may beannounced by a game apparatus, such as “Player [#] Wins”, wherein Player[#] corresponds to a game apparatus maintaining a positive life countwhen an opposed game apparatus records an incorrect memory response thatreduces a life count to zero.

Alternatively, a “versus challenge” mode may be described as abouthead-to-head competition, which will always operate as a two-playermode. When a versus challenge game is selected, the first game apparatusmay announce “Searching for challengers”. The first and second gameapparatuses may be within a predetermined range of one another, forexample 3 feet. After the second game apparatus has selected versuschallenge mode, both the first and second game apparatuses may announce“challenger found!” and/or the game will start.

The first game apparatus may be announced as Player 1, and thechallenger may be named as Player 2. The first game apparatus may flashLEDs and announce “Player 1” a short time before the second gameapparatus may flash LEDs and announce “Player 2”. Player 1 may be givena one-prompt sequence, and must then match that sequence by pulling oractuating the corresponding finger trigger, and then activate theproximity photosensor to signify his turn is completed. If Player 1performed the sequence correctly, the first game apparatus sends amessage to the second game apparatus that it is Player 2's turn. Player2 is then given a one-prompt sequence (random). There may be no limit tohow high the sequence (length) can go.

Players may repeat until one player performs a sequence incorrectly.When a player performs a sequence incorrectly, their game apparatus maysubtract one “life”, and then repeat the previous prompt, permitting theplayer another chance to perform the sequence correctly. Whicheverplayer is first to lose a certain number of lives, such as three lives,may be determined as the loser, and the apparatus will congratulate thewinner and provide them with a ranking. Difficulty may increase forlevels of play.

Additionally and/or alternatively, players may take turns trying to“tag” as many lights as they can. As different lights flash, the playersmust squeeze or activate the matching triggers or wave their hands overthe proximity sensor before those lights go out. Each success scores a“hit”. It may not matter how many mistakes the player makes. In otherwords, only successful hits may be recorded. An objective of the versusmode may include both the first and second game apparatuses having fiveturns. Medals may be awarded based on performance and a winner or a tiemay be declared.

The versus mode may pause if the first and second game apparatuses loseconnection with each other. Facing the first and second game apparatuseswithin the pre-determined distance may re-establish connection. A powerswitch may be turned off then on to exit versus mode before the game isfinished.

Additionally and/or alternatively various embodiments of a game systemin accordance with the present disclosure may be described as follows.Some embodiments may include at least one handheld game device having agenerally cylindrical base unit configured to be grasped by a player'shand, an arcuate housing mounted to the base and configured to cross adorsal surface of the player's grasping hand, and means for wirelesscommunication with at least a second handheld game device. The gamedevice may include a plurality of illumination devices, such as LEDlights, which may be selectively activated to present a sequence ofvisual signals as an output template, or memory challenge, to a player.The game device may further include a corresponding plurality ofmanually activated input devices, such as momentary contact switchesconfigured as finger triggers, which may be selectively activated byindividual digits of a player's grasping hand, wherein a sequence ofactivation may form a memory response to a memory challenge previouslypresented.

In some examples, the plurality of illumination devices may be disposedas a generally linear array on the arcuate housing, and thecorresponding plurality of manual input devices may be disposed on thecylindrical base as a generally linear array aligned with theillumination devices on the arcuate housing. In such examples, alignmentbetween illumination devices on the arcuate housing and manual inputdevices on the cylindrical base may correspond to functionalregistration between the elements of a memory challenge sequence (e.g.,illuminated LEDs) and the elements of an appropriate memory responsesequence (e.g., actuated finger triggers). The game device may furtherinclude an electronic processor configured to generate a memorychallenge using the plurality of illumination devices, to record amemory response based on a sequence of input device actuation, and togenerate a score based on a comparison of the memory response to thememory challenge. Correlation between a memory response and a memorychallenge may determine game progression, status level (e.g., gamelives), and game outcome.

Some examples of the game device may include a proximity photosensoradapted to be actuated when an object, such as a player's opposite(i.e., non-grasping) hand, is passed over the housing. Proximityphotosensor actuation may control various aspects of game play,including but not limited to selecting a mode of game play, initiating amemory challenge, and/or terminating a memory response. In someembodiments, the game device may include at least one audio outputdevice, such as a speaker, by which a player may be informed of gameselection, direction, scores, progression, and status, and/or by whichan audio track may be played.

Some embodiments may include two or more of the handheld game devicefurther configured for wireless communication between game devices. Insuch embodiments, the game device may include an infrared (IR) radiationemitter and an IR radiation detector, wherein IR radiation may permithead-to-head competition between two or more players by conveying gameinformation between game devices, such as mode of game play, direction,score, progression, and status.

In some examples, the game device may be configured to generate outputsignals using the LED lights in particular sequences to form a memorychallenge. The game device in such examples may be further configured toreceive input signals from the finger-actuated triggers and/orphotosensors in particular sequences which form a memory response. Thegame device may be configured such that actuation of a proximityphotosensor may initiate formation of a memory challenge sequence, andmay also initiate recording and/or processing of a memory responsesequence. The game device may be configured to prompt the output devicesto emit visual output signals, to record a sequence of manual inputsignals, determine whether input signals are received according to anoutput memory challenge or an alternative predetermined pattern, measurea duration of input time, and so forth.

Methods of game play suitable for use with such embodiments may involveone or more players attempting to emulate a memory challenge byactuating finger triggers and proximity sensors, such as by fingertriggers and photosensors in a particular order. In some modes of gameplay, the memory pattern may be presented by the game device, forexample by a pattern of lights on the housing. In some modes of gameplay, the memory pattern may be determined by the players of the game.In some modes of game play, the device may generate a series ofincreasingly complex (for example, longer) memory challenges, and mayextend a memory challenge sequence after a player's memory responsematches the previously presented challenge, for example by adding one ormore pattern elements (e.g., illuminated LEDs) to the sequence of thepreviously presented memory challenge.

It is believed that the disclosure set forth above encompasses multipledistinct inventions with independent utility. While each of theseinventions has been disclosed in its preferred form, the specificembodiments thereof as disclosed and illustrated herein are not to beconsidered in a limiting sense as numerous variations are possible. Thesubject matter of the inventions includes all novel and non-obviouscombinations and subcombinations of the various elements, features,functions and/or properties disclosed herein. Similarly, where theclaims recite “a” or “a first” element or the equivalent thereof, suchclaims should be understood to include incorporation of one or more suchelements, neither requiring nor excluding two or more such elements.

Inventions embodied in various combinations and subcombinations offeatures, functions, elements, and/or properties may be claimed throughpresentation of new claims in a related application. Such new claims,whether they are directed to a different invention or directed to thesame invention, whether different, broader, narrower or equal in scopeto the original claims, are also regarded as included within the subjectmatter of the inventions of the present disclosure.

1. An electronic memory game system, comprising: a base unit; a plurality of triggers disposed on the base unit; a housing mounted to the base unit and extending over a portion of the base unit; a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence; and a wireless communication device configured to communicate with a remote wireless communication device.
 2. The electronic memory game system of claim 1, further comprising an electronic processor configured to generate the memory challenge sequence displayed by the plurality of illumination devices, to record the memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
 3. The electronic memory game system of claim 1, wherein the plurality of illumination devices are disposed as a generally linear array on the housing and the plurality of triggers disposed on the base as a generally linear array aligned with the illumination devices on the arcuate housing.
 4. The electronic memory game system of claim 3, wherein alignment between the plurality of illumination devices and the plurality of triggers correspond to functional registration between the elements of the memory challenge sequence and the elements of the memory response sequence.
 5. The electronic memory game system of claim 1, further comprising a motion sensor.
 6. The electronic memory game system of claim 5, wherein the motion sensor is disposed on a surface of the housing distal the base unit.
 7. The electronic memory game system of claim 5, wherein activation of the motion sensor initiates the memory challenge sequence.
 8. The electronic memory game system of claim 1, comprising: a first game apparatus including the base unit, the plurality of triggers, the housing, the plurality of illumination devices, and the wireless communication device; and a second game apparatus containing a remote wireless communication device configured to communicate with the wireless communication device of the first game apparatus.
 9. An electronic memory game system, comprising: a cylindrical base unit including a top cylindrical half and a bottom cylindrical half; a plurality of triggers disposed on the bottom cylindrical half; an arcuate housing mounted to a first end of the base unit, the housing extending over the top cylindrical half; and a plurality of illumination devices on the housing for displaying a memory challenge sequence, wherein the plurality of illumination devices are aligned with the plurality of triggers.
 10. The electronic memory game system of claim 9, further comprising a wireless communication device configured to communicate with a remote wireless communication device.
 11. The electronic memory game system of claim 10, wherein the remote wireless communication device is disposed in a remote game apparatus.
 12. The electronic memory game system of claim 9, further comprising a motion sensor, wherein activation of the motion sensor initiates the memory challenge sequence.
 13. The electronic memory game system of claim 9, further comprising an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
 14. The electronic memory game system of claim 9, wherein the plurality of illumination devices are disposed as a generally linear array on the arcuate housing and the plurality of triggers disposed on the base unit as a generally linear array aligned with the illumination devices on the arcuate housing.
 15. The electronic memory game system of claim 14, wherein alignment between the plurality of illumination devices and the plurality of triggers correspond to functional registration between the elements of the memory challenge sequence and the elements of the memory response sequence.
 16. The electronic memory game system of claim 9, wherein the plurality of triggers are disposed on the bottom cylindrical half with a rotational offset, such that the plurality of triggers are rotationally oriented toward a front surface of the housing.
 17. The electronic memory game system of claim 9, wherein the outermost triggers are rotationally oriented closer to the front surface of the housing, relative to the innermost triggers.
 18. An electronic memory game system, comprising: a base unit; a plurality of triggers disposed on the base unit; an arcuate housing mounted to a first end of the base unit and extending over a portion of the base unit; a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the distribution of the plurality of illumination devices spatially correlates to the distribution of the plurality of triggers; an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence; a motion sensor disposed on an outside surface of the housing; and a wireless communication device including an infrared radiation emitter and an infrared radiation detector, the wireless communication device configured to communicate game information with a remote game apparatus.
 19. The electronic memory game system of claim 18, wherein the housing extends over a top half of the base unit and the plurality of triggers are disposed on a bottom half of the base unit with a rotational offset, such that the plurality of triggers are rotationally oriented toward a front surface of the housing.
 20. The electronic memory game system of claim 19, wherein the outermost triggers are rotationally oriented closer to the front surface of the housing, relative to the innermost triggers. 